![]() ![]() YouTube stats: 52 views and 0 comments for top 50 videos uploaded last week, 2 new videos uploaded yesterday. I start with a cheap phateon with high demand which gives me enough cash to R&D new pickup. Release date: (previously in Early Access) Please take a look at my timeline and suggest me a solution. Tags: Simulation (65), Management (60), Strategy (57), Indie (47), Economy (45), Automobile Sim (41), Capitalism (30), Turn-Based (22), Early Access (21), Realistic (14), Turn-Based Strategy (13), Retro (13), Replay Value (13), Building (12), Addictive (12), Racing (12), Sandbox (11), Old School (11), Education (11), Historical (10)Ĭategory: Single-player, Steam Achievements, Steam Trading Cards, Steam Workshop, Includes level editor Languages: English, French, Japanese, Portuguese - Portugal, German but switching it to DEF with only 1000 can make it difficult to survive. Can you succeed where many other CEOs have failed?ĭeveloper: Visual Entertainment And Technologies Publisher: Visual Entertainment And Technologies Duel Links Ancient Gear Geartown Turbo deck, how to use, cards, combos, skills. The game takes several hours to grasp and hundreds of hours to master. It focuses on a realistic economic simulation of the global automobile industry. Blue, Pink, Spring Green, Lavender, Teal, White, Red, Turquoise, Bright Yellow, Pastel Yellow. And it falls linearly in reducing sales.Do you find tycoon games too simplistic? GearCity is a complex and in-depth business simulator. So with that in mind, I believe a Sedan has a wealth index of 4? Giving you, (Unit Costs * 4.3) before you hit that penalty. If you can read code, the exact formula is as follows: In normal conditions, in general, you won't be able to drive the cost of a car down far enough to trigger this penality. This is mainly to prevent exploits, such as selling a Briggs and Stratton Flyer for the price of a Duesenberg. It takes into account the material costs of the car, the type of car it is, and how much you are selling it for. Including driving the costs of the components significantly lower.īeyond this, there is a price gouging system in place. However if you had a skill of 999, the same part of the formula would give you 9.99. So for example if you had a 10 rating, the value in a formula would be 10/100 = 0.1. Most the formulas in the game need a value between 0-1. Glad I found it again.Īny skill ratings above 100 causes overflow and formula errors which break stuff in the game. The game is fantastic, I remember trying the demo a couple of years ago. Is there a hidden modifier for this? As I mentioned it should not be noticable if someone plays legitimately. I attach a picture with all the component, car and buyer rating detailts. Thousands of players across the globe and industry professionals. It is a complex, realistic, in-depth management sim that will take several hours to grasp and hundreds of hours to master. Unlike tycoon games, GearCity has not been simplified. Even if I set the price for 1219, everyone refuses to buy it while still having the highest buyer rating. GearCity is a realistic historically focused economic simulation of the global automobile industry. If the price is 7-8 times that of the material cost, than they refuse to buy the car. So when I place them on the market for the same price I can see that the buyer rating is not the only thing that effects how many cars will be sold. The other skill levels fall between this. The skill level 999 is a 100 overak score car with material cost of 124. So the skill level 100 car is a 52 overal score car with a material cost of 1323. Panda and Cub has curated an incredible collection of clothing and accessories for your little ones. It is also a better car, and therefore got a better buyer rating than the others. ![]() With 999 it is basicly broken, the material cost is like 10 times lower than with skill level 100. It's smarter to do a cheap, medium, and high priced version of the same car, rather than a safe, fuel economy, and sporty version. So the trims sliders are often not too far away from the base model's. The weirdness starts when we start to go higher. This is to prevent various ways players have gamed the game over the years. Obviously 10 and 100 is within normal game limits and no weird thing happened, the 100 is better and a little cheaper to make, has a better buyer rating and as expected sells more for the same price. I did a test, designed components with the same sliders, but different skills (10, 100, 333, 666, 999) and after that used these to build the cars. Obviously this car has a better buyer rating too, but if I try to sell the car for material cost * something like 7-8, than no one buys the car, even if it is cheaper than all the others. So in the end I can end up with a car that is better and cheaper to make with the same sliders used. If I design stuff with skills above 100 the components become better and also cheaper. This should not happen under normal circumstances, but I was messing around with company skills above 100 and found something weird. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |